TH space forces escorting transports appear at the jump point and begin accelerating towards the surface. Any aerospace response?
Init Roll Required:
[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
TH Initiative
[blockquote]Rolled 2d6 : 2, 3, total 5[/blockquote]
CSA ASF forces would be waiting in system when the TH invaders. Did the rules change on us this cycle that the invader doesn't need to post up their units at least if not FP?
Quote from: DisGruntled on April 27, 2010, 01:19:09 PM
CSA ASF forces would be waiting in system when the TH invaders. Did the rules change on us this cycle that the invader doesn't need to post up their units at least if not FP?
OOC - The only changes to the rule about declaring combat force composition were in simplifying the language, otherwise it should be the same as the version in the old rules PDF. The TH isn't using coordinated combat, so it isn't required to declare its FP and composition in advance.
Fighter Squadron 3-12AB R/F 1.0 FP will attempt to break your interdiction (I presume you are defensively interdicting the ground forces?)
TH simple rez roll
[blockquote]Rolled 2d6 : 5, 2, total 7[/blockquote]
Correct. The 3rd Anti-Pirate Patrol is in system and will attempt to prevent your landing using defensive interdiction.
3rd APP R/R FP
Simple Res:
[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
APP possible crit roll
[blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]
R1 Simple Resolution Results:
TH commits 1FP.
CSA commits 3 FP.
TH inflicts 45% (7 on 1:3 table) doing 0.45 FP of damage.
CSA inflicts 90% (11 on 3:1 table) doing 2.7 FP of damage.
TH Fighter Squadron 3-12AB - Destroyed
CSA APP 3 -2.55 FP
Since APP 3 took only 15% damage, the interdiction should still be in place leading into R2.
12th Assault Brigade, R/F 57 FP will execute Break Interdiction orders to try and push through to the surface.
Interdiction Damage roll (with +2 penalty for using ground forces only)
[blockquote]Rolled 2d6+2 : 5, 3 + 2, total 10[/blockquote]
Defenders roll:
[blockquote]Rolled 2d6-2 : 2, 2 - 2, total 2[/blockquote]
Not sure how damage works here.
TH rolled a 10, inflicting 5% of their FP against the interdiction line (2.75 FP after rounding).
CSA rolled a 2, inflicting 80% of their FP against the attackers (2.00 FP)
TH appears to have destroyed in the interdiction force so they land and attack...
simple res
[blockquote]Rolled 2d6 : 5, 5, total 10[/blockquote]
VSW Citizen's Defense Force (militia) defense roll:
[blockquote]Rolled 2d6 : 2, 2, total 4[/blockquote]
TH Crit Rolls
[blockquote]Rolled 2d6 : 4, 5, total 9[/blockquote]
[blockquote]Rolled 2d6 : 4, 1, total 5[/blockquote]
Potential crit results top to bottom to save a post:
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
[blockquote]Rolled 2d6 : 5, 5, total 10[/blockquote]
[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]
[blockquote]Rolled 2d6 : 3, 5, total 8[/blockquote]
[blockquote]Rolled 2d6 : 2, 2, total 4[/blockquote]
[blockquote]Rolled 2d6 : 3, 6, total 9[/blockquote]
10% encirclement of the militia, and .2 FP of damage to the TH invaders.
TH takes the world with no real losses.